The
Tower Defense genre is downright venerable at this point, with its
roots in the earliest RTSes. But the Action Tower Defense subgenre is
actually quite new. Elements of it began appearing in Tower Defense
conversions in Warcraft 3, and even Plants vs Zombies had some action bits in its tower defense mix, but the genre didn’t really begin to solidify until titles like Sanctum and Orcs Must Die
came to be, with their fast moving, hard hitting central “builder”
figures and viable strategies and achievements in place for completing
maps without the use of a single “tower” like construct. And there’s
something about this formula that manages to make tower defense
more...tower defensey than every before.
See,
in a conventional Tower Defense game you’re really just thinking about
how an array of towers can destroy enemies as efficiently as possible.
The more efficient your deployment, the more capable you are of
responding to follow-up waves that force you to change your strategy.
Tower Defense games, ergo, rely heavily on replayability and feature
steep learning curves that often turn on learning how to use a handful
of critical elements and learning how and when to avoid using certain
elements in order to conserve resources. The end result of this
learning curve/resource allowance issue is that you, as the tower
defense mastermind, lose control of the situation you’re in very, very
quickly, not via the sort of war of attrition you wage in tower defense
games, but in a single, often underwhelming moment where you simply
didn’t build the right tower (or the right kind of tower) in the right
place.
That
big heavy enemy you were fighting that got through and reached the
fail-point (what I call the point in a tower defense map where enemies
must not reach, upon pain of losing points or worse, the round) would’ve
been stopped if only you built the tower that shocks enemies for large
amounts of damage and a brief stun, which is in turn the tower that you
needed to back up with a tiny flamethrower tower, effective against
hordes of enemies but ineffective against single large targets, the want
of which let that horde of tiny critters get through to your fail
point.
This
makes for a painful sort of trial and error system, where mistakes, by
merit of build times and build costs, cannot be corrected at the last
minute and where a single mistake (not forecasting waves correctly, or
failing to comprehend the mechanics behind the towers, many of which may
or may not be new) will lead to an outright failure. That can often
mean beginning an entire mission or round over again, potentially losing
all your hard won progress and your carefully arrayed towers because of
one mistake.
The
mechanic of having an avatar on the field who can mete out punishment
changes the whole game, however. This avatar doesn’t just give you the
opportunity to kill enemies with your own filthy, blood caked hands: it
also provides you with the ability to dexterously respond to unexpected
circumstances and make up for gaps in your towers or traps or whatever.
That means that you can either learn how to compensate for mechanics
that either don’t work or are marginally effective (or redundant) or
just deal with a particularly messy round where your towers fail in a
particular way.
This
translates to a faster paced, more accident prone kind of play, a
format that permits you to make mistakes, learn from them and keep on
rolling. That means a more accumulative style of play as you push
forward, an accumulative style of play that doesn’t have to end just
because you met a troll for the first time and it battered through the
defenses you set up, or because you didn’t understand how wall grinders
worked for the longest time or didn’t see the value of brimstone tiles
until the third to last level.
Orcs
Must Die 2 is the pinnacle of demonstrating this philosophy of actually
allowing players to learn from their mistakes. It permits players to
generate autonomous death-dealing passages that shred orcs without even
the slightest attention from their avatar, or to generate screening
systems that eliminate some or most orcs, allowing players to position
their avatars at critical junctures to deal with any kind of runoff.
Paired with a generous allowance system that permits you to let almost
three dozen orcs through your defenses, it represents an ethos that
tower defense has always hinted at, but never really permitted its
players to engage with before.
See, in Orcs Must Die 2,
nothing is permanent. If you place a trap or a hireling during a
battle and you figure out that you did it wrong, you can remove them for
a full refund (or partial refund, in the case of damaged hireling)
during the downtime between waves and put those orcbux to use placing
new, more useful, better positioned trap. That means that mistake you
made or experiment you tried that didn’t quite work won’t trash your
game if it doesn’t pay out. And this is just the structure within the
course of play itself. It’s not that there aren’t any stakes, it’s that
object-permanence isn’t a concern and, as a result, the field is never
really set.
This
philosophy extends to the abilities you purchase between the various
stages of the game as well. There’s never an occasion where you won’t
be able to undo a particular purchase or decision that you make with
skulls, the currency used for purchasing upgrades. If you find out that
those really cool looking ceiling mounted auto-crossbows are shit, for
example, you can get rid of them. If you realize that dwarves are, in
fact, quite useless (as I did) you can get back the skulls you sank into
making them a viable defensive option. The end result is a system that
is constantly being rewritten, that encourages you, indeed even revels
in you taking advantage of and exploring each and every element of the
game in a way that expands the concept of what it means to be a tower
defense game. Consequences are light. Failure is to be expected,
especially as the game leads you towards playing in an endgame format
where you have to lose eventually (Endless) or where losing is a
distinct possibility (an impressively challenging Nightmare difficulty
caps off the game itself). Orcs Must Die 2
wants you to fail, it acknowledges that failure is a part of Tower
Defense games in general, and moreover it wants you to be okay with
failing.
And
it all comes back to that avatar. All of the systems that allow you to
buy and sell towers, that allow you to spontaneously rewrite the
upgrades you’ve selected, all of them feed back to the fact that you are
primarily playing the game as a man with a gun who is picking off the
orcs that towers miss. This mechanic doesn’t so much revolutionize the
way tower defense games play as it accentuates the ethos behind them
that trial and error is a tremendous part of the game, a part of
learning and winning a fight. It just does so without breaking stride
or forcing a restart: it presents a model of tower defense play where
making mistakes during play doesn’t need to interrupt the game itself,
allowing players to use their learning opportunity immediately instead
of dealing with the stress and frustration of restarting a match.
It’s a good thing.
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